Quick answer: Override Rigidbody.centerOfMass to a low point near the chassis floor so cornering forces cannot generate enough roll torque to flip the vehicle.
If your car tips over in every sharp turn even at modest speed, the rigidbody is balancing on a center of mass that sits halfway up the body. Lowering it makes the vehicle behave like a real car with weight near the ground. Here is how.
How to fix it
1. Set a low center of mass
In code, assign rb.centerOfMass = new Vector3(0, -0.5f, 0) (relative to the rigidbody origin) so mass sits near the wheelbase floor. Do this after the colliders exist or Unity recomputes it.
2. Verify it with a gizmo
Draw transform.TransformPoint(rb.centerOfMass) as a debug sphere to confirm it is low and centered between the wheels, not floating in the cabin.
3. Add anti-roll if needed
For tall vehicles, apply an anti-roll bar by sampling left/right suspension compression and applying an opposing force, which resists body roll without faking the mass.
Catching the ones you can't reproduce
The hardest version of this to fix is the one you can't reproduce — it only happens on a player's hardware, OS, driver, or save state, under conditions that simply aren't present on your machine. A report that says “it crashed” or “it froze” gives you nothing to act on, so the bug survives release after release while quietly costing you players.
Automatic error capture closes that gap. Each failure arrives with its full stack trace, the device and OS, the build number, and a breadcrumb trail of what the player did right before it broke, so even a failure you have never seen becomes a specific, reproducible issue. Fold identical failures into one signature ranked by how many players each hits, and your worklist sorts itself worst-first instead of arriving as a stream of vague complaints.
This is where a tool like Bugnet earns its place. Its SDK captures every Unity error automatically with the full stack trace plus device, OS, memory, build, and game-state context, folds duplicates into one grouped issue with an occurrence count, and ties each to the build it first appeared on — so you fix the problem that hurts the most players first and confirm it is gone when its signature disappears from the next release.
Most of the time the fix is small. Seeing the failure clearly is the part that actually costs you.